CChoreoActor::MarkForSaveAll
0x00b9cf80 · 90 bytes · __thiscall
_ZN12CChoreoActor14MarkForSaveAllEb
Decompiled
undefined (2 params)
/* CChoreoActor::MarkForSaveAll(bool) */
void __thiscall CChoreoActor::MarkForSaveAll(CChoreoActor *this,bool param_1)
{
int iVar1;
CChoreoChannel *this_00;
int iVar2;
iVar2 = 0;
iVar1 = *(int *)(this + 0x10c);
this[0x115] = (CChoreoActor)param_1;
if (0 < iVar1) {
do {
if (iVar2 < *(int *)(this + 0x10c)) {
this_00 = *(CChoreoChannel **)(*(int *)(this + 0x100) + iVar2 * 4);
}
else {
this_00 = (CChoreoChannel *)0x0;
}
iVar2 = iVar2 + 1;
CChoreoChannel::MarkForSaveAll(this_00,param_1);
} while (iVar2 != iVar1);
}
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)
Just a Signatures{} block, ready to drop into a gamedata
file. Wire it up in your plugin however you like - SDKCall, DHooks,
raw memory ops, or anything else.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.